A 2D Farming RPG
This is just a simple 2D farming RPG game
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This class has all the things related to player More...
Public Member Functions | |
void | DisablePlayerInputAndResetMovement () |
Disable input and reset movement. More... | |
void | DisablePlayerInput () |
Disable Player Input More... | |
void | EnablePlayerInput () |
Enable Player Input More... | |
void | ClearCarriedItem () |
Clear the carry animation More... | |
void | ShowCarriedItem (int itemCode) |
Show the carried item. More... | |
Vector3 | GetPlayerViewportPosition () |
Check the player position in the gameworld. More... | |
Properties | |
bool | PlayerInputIsDisabled [get, set] |
Properties inherited from SingletonMonobehaviour< Player > | |
static T | Instance [get] |
Private Member Functions | |
void | Awake () |
Initialize members More... | |
void | Start () |
Initialize grid cursor variable. More... | |
void | Update () |
Handle movement inputs and publish animation events. More... | |
void | FixedUpdate () |
Handle player movements. More... | |
void | PlayerMovement () |
Calculate player movements. More... | |
void | ResetAnimatioTriggers () |
Reset the animation triggers. More... | |
void | PlayerMovementInput () |
Handle player inputs and normalized that. More... | |
void | PlayerWalkInput () |
Handle player walk inputs. More... | |
void | PlayerClickInput () |
If the grid cursor is enabled and player click left mouse button call ProcessPlayerClickInput() More... | |
void | ProcessPlayerClickInput () |
void | ProcessPlayerClickInputSeed (ItemDetails itemDetails) |
Check the position is valid and the item can be dropped for seed. More... | |
void | ProcessPlayerClickInputCommodity (ItemDetails itemDetails) |
Check the position is valid and the item can be dropped for commodity. More... | |
void | PlayerTestInput () |
TODO: Remove before final product. More... | |
void | ResetMovement () |
Reset Movement More... | |
Private Attributes | |
AnimationOverrides | m_AnimationOverrides |
GridCursor | m_GridCursor |
float | m_XInput |
float | m_YInput |
bool | m_IsWalking |
bool | m_IsRunning |
bool | m_IsIdle |
bool | m_IsCarrying = false |
bool | m_IsUsingToolRight |
bool | m_IsUsingToolLeft |
bool | m_IsUsingToolUp |
bool | m_IsUsingToolDown |
bool | m_IsLiftingToolRight |
bool | m_IsLiftingToolLeft |
bool | m_IsLiftingToolUp |
bool | m_IsLiftingToolDown |
bool | m_IsSwingingToolRight |
bool | m_IsSwingingToolLeft |
bool | m_IsSwingingToolUp |
bool | m_IsSwingingToolDown |
bool | m_IsPickingRight |
bool | m_IsPickingLeft |
bool | m_IsPickingUp |
bool | m_IsPickingDown |
ToolEffect | m_ToolEffect = ToolEffect.NONE |
Camera | m_MainCamera |
Rigidbody2D | m_RigidBody2D |
Direction | m_PlayerDirection |
List< CharacterAttribute > | m_CharacterAttributeCustomisationList |
float | m_MovementSpeed |
SpriteRenderer | m_EquippedItemSpriteRenderer = null |
CharacterAttribute | m_ArmsCharacterAttribute |
CharacterAttribute | m_ToolCharacterAttribute |
bool | m_PlayerInputIsDisabled = false |
Additional Inherited Members | |
virtual void | Awake () |
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Initialize members
Reimplemented from SingletonMonobehaviour< Player >.
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If the grid cursor is enabled and player click left mouse button call ProcessPlayerClickInput()
Definition at line 243 of file Player.cs.
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